In D3D11 support setting friendly names on shaders

This commit is contained in:
baldurk
2014-09-10 18:25:29 +01:00
parent 2735de8b9a
commit 35884170eb
6 changed files with 54 additions and 3 deletions
@@ -192,7 +192,7 @@ namespace renderdocui.Windows.PipelineState
if (stage.Shader == ResourceId.Null)
shader.Text = "Unbound";
else
shader.Text = "Shader " + stage.Shader.ToString();
shader.Text = stage.ShaderName;
if (shaderDetails != null && shaderDetails.DebugInfo.entryFunc != "" && shaderDetails.DebugInfo.files.Length > 0)
shader.Text = shaderDetails.DebugInfo.entryFunc + "()" + " - " +
+2 -2
View File
@@ -308,9 +308,9 @@ namespace renderdocui.Windows
}
if (trace != null)
Text = String.Format("Debug Shader {0} - {1}", m_Core.CurPipelineState.GetShader(stage), debugContext);
Text = String.Format("Debugging {0} - {1}", m_Core.CurPipelineState.GetShaderName(stage), debugContext);
else
Text = String.Format("Shader {0}", m_Core.CurPipelineState.GetShader(stage));
Text = m_Core.CurPipelineState.GetShaderName(stage);
var disasm = shader.Disassembly;